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Hey guys!

So, not a whooole lot of visuals to show off this week as we’ve been focused on some technical stuff, prepping 3D assets, and breaking down artwork for animating in Spine. What I do have is pretty fun though. Below you’ll find an updated build of the game that contains some new entries in the H artwork concept gallery :D. Limbo has been working on sketches that illustrate the progression of H events. Keep in mind the game content is the same still (aside from a new graphical glitch, heh).

Pure Onyx Test Build 




First Boss Battle Setting!

The scene at the top of the post is our concept for Pure Onyx’s first stage boss battle with the big wrench-axe Splicer guy (I’ll think of a real name soon x_x). Limbo prepared a set of variations which we will borrow elements from, since our 3D version will likely have some differences. 



Stage 1-1 Map Progress

Ubercharge and I have worked some on the backgrounds for the street map (here’s a rough mock-up :D), but we needed to get schooled some on Mr. Kittyhawk’s parallax system in Unity so that we don’t have to hassle him with testing parallax speeds, etc. on every map. 

Ubercharge has also been developing the right side of the map, where we are adding the entrance to a highway underpass. Here’s a rough WIP in the game cam view, before we add the distortion transform to the geometry to give it the classic beat-em-up perspective (it should look really cool based on our test).  This segment will transition to Stage 1-2.



Stage 1-2 Map Concept

I tried to show we can be a little more comfortable with the wacky perspective here by making a design that transitions between indoor and outdoor scenes. The background will consist of a few parallax layers, and yup, that’s the wreckage of our favorite giant robot :o. 

I’m planning for a total of five maps in the first stage. It will look something like this: Streets > Underpass > Police Roadblock / Boulevard > Industrial Park > Warehouse. 


Backgrounds Will be a Lot Sharper Now

We spent a full day troubleshooting quality issues with the backdrops. Turns out Unity was downscaling our textures to 8096 px, which resulted in really blurry backgrounds (here’s the difference, shown with a character sprite to make it really obvious). This is happening in the demo stage as well, so you may have noticed Onyx’s character sprite being overly sharp against the blurry background. To resolve it we will need to break the backgrounds down into chunks in-game.



Hold on to Your Assets >_<

TK’s been digging his way through the mountain of assets we scored during Black Friday weekend. I’ve been trying to give him some insight into what to tackle first.  So far, he has this fancy warehouse scene dolled up and ready to be torn down for use in the boss setting shown above. He’s also finished with a bunch of destroyed vehicles and rubble piles, which will work perfectly in some of the remaining maps for the first level. All of this stuff will go great in MATM as well :D.


Animation Progress

I’ve been teaching Kitsune my process for breaking down the artwork for Spine while maintaining nondestructive workflow. It takes longer, but this will allow us to further develop the artwork later if we so choose with soft shading or normal maps for lighting, without having to remake our meshes for animation in Spine.

As mentioned at the top, Limbo’s been working on H artwork concepts for the Splicer minions. He’ll be developing sketches for the progression of the scenes, which we can turn into frame animations and eventually into keyframes which we will use for Spine animations. With a little elbow grease, we will have our first high quality H artwork that we can experiment with pretty soon :D.

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Comments

Anonymous

Dear Ero-Claus, Can we get (eye-)candy this year for Christmas? I like the red and blue ones, and if it's festive that's a plus. Bye bye, Timmy. On another note, your artwork never disappoints. Even just the WIP overpass already looks really good, and that indoor-outdoor transition is very... Real. Immersive is probably a better word. The new H artwork concepts are fairly basic stuff but certainly good meat on the bone.

eromancer

I'm making it a point to have a completed H-animation by then. We're currently using the moveset for the Splicer Thug as our test bed for weeding out remaining Spine issues/questions, and are working on artwork for some H stuff simultaneously. If we can have two separate stages of an H animation working in Unity by then I'll be pleased. The biggest remaining question about Spine for us is animation mixing. Basically Spine's automated method of interpolating skeletons/meshes between animations. It's kinda complicated to get right when dealing with all these poses, but could look great if we get it working.

Anonymous

I was hoping for a piece of standalone artwork featuring Neon and Malise as something a little special for the holidays but what you've got on the production line sounds excellent too. Especially since it's actually productive.

Anonymous

With Santa hats! And vorepups! And abuse! And vorepups with Santa hats on their tails! Alright I'm asking for too much.

Anonymous

Oh yeah an eye candy would be great. The pure onyx progress is great but after all that time some Images of our two girls neon and Malise would be a real christmas gift :D and some bare skin is after all, the Best commercial for a Adult Project! Even it is some older renders ;) p.s i want some like a new wallpaper for a long time with the Project title in. I know your time is limited but for promotional purposes also a good think. And I am sure there is some Images left from neon and Malise from the testing phase xD

Jamie C.

Neon with Christmas lights wrapped around her that would make my night.

Anonymous

Dear Ero-Clause I've been a good boy this year. I recently donated some money to the Salvation Army, helped an old granny cross the road safely and patted a puppy. I wish for eye candy for Christmas this year, please! Thank you! :D

Spencer

small game feel thing but when you punch enemies can they not slide backwards. I know its still early in development but would make these small demos a little bit easier to enjoy